Once part of the greater elven race, the Westryn elves have branched away from their Cumasti cousins since the Black Queen’s fall and her father’s curse on the Forest Realms of the West. The “Black Curse,” as the Westryn call it, has made it impossible for the Westryn to produce viable offspring with any other race. This fact coupled with a policy of isolation has alienated them from other races and cultures.
Personality: The serious and rarely smiling Westryn elves are the sourest bunch of grapes on the good races’ vine. Westryn elves have large chips on their shoulders and are extremely xenophobic. They rarely trust any race outside of other elves, and those few individuals that they do trust have won that prize only after a hard-fought struggle. Westryn are quiet but quick to anger, are blunt and brusque with other races.
Quote above taken from Dave Arneson's Blackmoor copyright 2004 Zeitgeist Games. Race information listed in this section are adaptations of the races created in that book. For additional details, pick up a copy of the source book.
Westryn Elves gain a +2 bonus to either Dexterity or Strength.
Adventurer Tier Elf Feat (Heritage of the Hunter): If you can already use swords or bows that deal d6 and d8 damage without attack penalties, you gain a +2 damage bonus with them. (This bonus doesn't increase miss damage.) Otherwise, if your class would ordinarily have an attack penalty with such swords, you can now use them without penalties.
Scent (Racial Power)
You have the Scent background at its full possible bonus of +5, without having to spend your normal background points on it. You are an expert at tracking creatures or things by scent, capable of finding hints of odors that others can't perceive. Scent works equally well in wilderness or urban environments; however, any situation where smell degrades or would be covered increases the difficulty level. The background can also be applied to other reasonable situations where smells can be recognized.
Adventurer Feat Once per day, you can use scent to "mark" your opponent, giving you +2 to hit the foe and allowing you to add your Scent background bonus to rolls to locate them.
Champion Feat If the Adventurer feat was taken, the ability to "mark" may be used once per battle instead.
Epic Feat Bonus from the Adventurer or Champion feat becomes +5 to hit and doubles the background bonus to locate the foe.